IGN: Minecraft's mobile version on Android, that's yet again a different version? What features set it apart from the Xbox 360 and PC versions? What about iOS, in what state are plans to bring Minecraft to iPhone / iPad?

Markus Persson: The mobile version of Minecraft is a bit more experimental at this point. I have a theory that playing Minecraft on a phone is in some sense going to be a more social experience than playing it on a PC. Since you'll have your level with you wherever you go, you might want to show it off to people you meet, or even invite them to help you build when you run into someone on the subway, so we're probably going to explore these aspects of the game more with the mobile version.

The Xperia Play version of the game is written in a way that will make it easy to port to all sorts of mobile phones, but it's an Xperia Play exclusive for some period of time.

IGN: For those currently playing the PC beta, we're anticipating the release of the Adventure Update. It seems as though the release of this patch is going to significantly alter the game experience. What makes now the right time to add in more gamey elements, and was that always the plan from the start?

Markus Persson: I've always intended for Minecraft to be more of a comprehensive game experience, even if it will always be extremely sandbox in nature. Recently, most updates have been less bold than they were earlier on when I added things like infinte sized worlds, crafting, a lighting engine and so almost on a whim. In order for us to be able to finish the game in time for the release date we're aiming at, we had to step up the game and focus on game features again.

There obviously are players who prefer the less gamey aspects of Minecraft, so the Adventure Update will also include a fully fleshed out Creative mode where you can access all blocks in the game, take no damage, and can fly if you desire. You'll even be able to set this per-player in multiplayer in case you want your moderators to have the ability to easily navigate the map and deal with griefing.

IGN: Can you provide more detail on the NPC villages? How large will they be? What will the NPCs be doing there? Will they live in houses? What sorts of services will they provide, if any? Can you kill them and break their stuff? Are there a limited number of villages in someone's world?

Markus Persson: I'd rather keep this secret for now, but I will say that you can choose to either help the villages or to destroy them if you wish.

IGN: What are some of the additional farming options for the update? And can go you into detail about how the random dungeons will function?

Markus Persson: We've added melons, and made both melons and pumpkins farmable so you can grow them. Both have a central stem that slowly grows to max size. When it's max size, it will randomly spawn a fruit next to it if there isn't one next to it at the moment. We might add even more farming options if needed.

The random dungeons are part of the terrain, and will contain a reason to explore them. It's likely our first boss monster may appear in the dungeons, but we haven't gotten that far in their development yet.

IGN: Is there a release date or window for the Adventure Update? Would you be able to share it?

Markus Persson: We're taking the time to play around with this update. There's lots of playtesting and brainstorming going on, so we decided to just set a fairly distant release date for once. The first publicly playable version of the Adventure Update will be available at our booth at PAX in August. Then we'll go back, tweak it based off the feedback we get, and release 1.8.

IGN: How do you see Minecraft developing over the next six months? Less of a focus on the building and collection aspect, more on combat?

Markus Persson: Internally, there will be a bigger focus on exploration and combat, more reason to do the things you already can do, like fishing and farming, and the ability to keep animal farms. At the same time, we'll roll out the modding support, and hopefully we'll see some interesting mods gaining more momentum.

The month or so before the release in November, we'll polish the game as much as we can, fixing the showstopper bugs and keeping the fun bugs, then celebrate it with our fans at MineCon.

IGN: Would you be able to talk a little bit about statistics and player behaviors? What do people tend to do or build most often in the game? Are there any behaviors that stand out as unexpected? Are there things you wish people would do more often? Do you find new users tend to stick around for a while after making the initial purchase, and are you able to say is much of the early player base is still logging in regularly in 2011?

Markus Persson: We are horrible at tracking and statistics, so I honestly don't know the answer to most of those questions. I do know that most of the people who joined early on and talked to me still talk to me to this day. I don't know if all of them still play, but most seem to still be interested in the game.

IGN: Finally, would you be able to give a release window for the PC, Xbox 360, iOS and Android versions of the game along with associated price points?

Markus Persson: Minecraft for PC will be released in November 2011, and will cost 20 euro. Minecraft for Xbox 360 (actual game title not decided yet) will be released this winter, the price has not been set yet. Minecraft - Pocket Edition for Xperia Play will be released this fall, and will cost 6.99 USD.